using Game.Networking.Utils;

using MemoryPack;

namespace Game.Networking {
	public class S_WorldOptionsMessageHandler : BaseServerMessageHandler {

		public override ServerPacketID CommandId {
			get {
				return ServerPacketID.WorldOptions;
			}
		}

		public override void ProcessMessage(byte[] rawCommand) {
			var command = MemoryPackSerializer.Deserialize<S_WorldOptionsMessage>(rawCommand);

			WorldOptions.Seed = command.Seed;
			//TODO: set parameters
		}
	}
}
